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25 Commits

Author SHA1 Message Date
MrZ626
55a1bd06f3 版本推进 2021-11-24 06:41:51 +08:00
MrZ626
6a29abf7f0 自定义hold数量为0时不显示hold模式选择器,顺便更新创建房间参数ui遗漏 close #483 2021-11-23 22:30:43 +08:00
MrZ626
83bdd9f2c4 【警告:可能有bug,需要测试】
较大规模整理玩家相关代码
较大规模整理玩家相关代码,重构出块延迟和消行延迟逻辑,现在0是真的无延迟,不再有1帧等待了
添加出块延迟打断(即ARE打断)(不包括消行延迟,默认为打断至无穷大,相当于无此功能)
自定义游戏和自定义房间ui跟进
close #471
2021-11-23 20:26:31 +08:00
MrZ626
95879827c8 调整游戏大logo为正体字 2021-11-23 18:13:45 +08:00
MrZ626
2ade518207 调整tip 2021-11-23 00:48:49 +08:00
MrZ626
36c8449e4d 内存过低的提示每次启动最多出现三次 2021-11-23 00:28:08 +08:00
MrZ626
3c04df69f3 移除手柄时自动松开所有按下了的键,整理代码 2021-11-23 00:27:57 +08:00
MrZ626
1224ee9a67 词典的新人引导条目链接向user670的翻译版本 close #482 2021-11-22 23:45:54 +08:00
MrZ626
fdd1d4463a 版本推进 2021-11-22 21:55:58 +08:00
MrZ626
940ac3736c 整理框架代码
整理手柄的摇杆/扳机支持代码
2021-11-22 15:59:57 +08:00
user670
d38897b54d (Experimental) Support controller axises, closes #466 (#477)
* (Experimental) Support controller axises

* Remove redundant variable; use more readable key event names

* Remove redundant comment; fix typo
2021-11-22 15:52:51 +08:00
MrZ626
90848c6654 全局默认使用5帧窒息延迟 2021-11-22 12:48:02 +08:00
NOT_A_ROBOT
0220d5aefc Make Strategy Ultimate have rhombus outline (#481) 2021-11-22 11:08:13 +08:00
MrZ626
f42032df07 更新赞助名单 2021-11-22 11:04:32 +08:00
MrZ626
05d7eb60bc 修正一处拼写问题导致报错消息识别错误 2021-11-21 21:45:37 +08:00
MrZ626
942416317c 小程序arm添加计时器和重置按钮,删除测试用的跳过按钮 2021-11-21 20:18:42 +08:00
MrZ626
576de945fb 添加一打tip 2021-11-21 05:25:55 +08:00
MrZ626
8b02084428 修复bgm模块清缓存导致报错 2021-11-21 05:11:01 +08:00
MrZ626
9f666d69db 调整大爆炸模式模板 2021-11-21 03:52:13 +08:00
MrZ626
a4c52d9162 修正玩家创建任务第一次初始化运行的时候报错没有任何提示 2021-11-21 03:08:34 +08:00
MrZ626
592b11366e table扩展模块新增两个去重方法和反转方法 2021-11-21 03:06:00 +08:00
MrZ626
07f50b9243 调整一些文本文件 2021-11-20 03:39:05 +08:00
MrZ626
ec74d55686 整理代码 2021-11-20 03:28:58 +08:00
MrZ626
4518513e87 应用1的语音偏移半径 2021-11-20 03:28:19 +08:00
MrZ626
7df4e2144f 语音模块支持设置轻微随机音调偏移半径(默认关闭) 2021-11-20 03:27:53 +08:00
40 changed files with 815 additions and 656 deletions

View File

@@ -40,10 +40,17 @@ local function check_curFadeOut(task,code,src)
return task.code==code and task.args[1]==src
end
local function _tryReleaseSources()
local n=#lastLoaded
while #lastLoaded>maxLoadedCount do
local n=lastLoaded[#lastLoaded]
SourceObjList[n].source=SourceObjList[n].source:release()and nil
table.remove(lastLoaded)
local name=lastLoaded[n]
if SourceObjList[name].source:isPlaying()then
n=n-1
if n<=0 then return end
else
SourceObjList[name].source=SourceObjList[name].source:release()and nil
table.remove(lastLoaded,n)
return
end
end
end
function BGM.setDefault(bgm)
@@ -57,8 +64,16 @@ function BGM.setChange(func)
BGM.onChange=func
end
function BGM.setVol(v)
assert(type(v)=='number'and v>=0 and v<=1)
assert(type(v)=='number'and v>=0 and v<=1,'Wrong volume')
volume=v
if BGM.playing then
if volume>0 then
BGM.playing:setVolume(volume)
BGM.playing:play()
elseif BGM.nowPlay then
BGM.playing:pause()
end
end
end
function BGM.init(list)
BGM.init=nil
@@ -92,18 +107,6 @@ function BGM.init(list)
LOG("No BGM: "..name,5)
end
end
function BGM.setVol(v)
assert(type(v)=='number'and v>=0 and v<=1)
volume=v
if BGM.playing then
if volume>0 then
BGM.playing:setVolume(volume)
BGM.playing:play()
elseif BGM.nowPlay then
BGM.playing:pause()
end
end
end
function BGM.play(name)
name=name or BGM.default
if not _tryLoad(name)then return end

View File

@@ -1,7 +1,6 @@
NONE={}function NULL()end
EDITING=""
LOADED=false
ERRDATA={}
--Pure lua modules (basic)
MATH= require'Zframework.mathExtend'
@@ -74,7 +73,8 @@ local xOy=SCR.xOy
local ITP=xOy.inverseTransformPoint
local mx,my,mouseShow=-20,-20,false
joysticks={}
local jsState={}--map, joystickID->axisStates: {axisName->axisVal}
local errData={}--list, each error create {mes={errMes strings},scene=sceneNameStr}
local devMode
@@ -288,18 +288,18 @@ function love.textinput(texts)
WIDGET.textinput(texts)
end
function love.joystickadded(JS)
table.insert(joysticks,JS)
MES.new('info',"Joystick added")
end
function love.joystickremoved(JS)
local i=TABLE.find(joysticks,JS)
if i then
table.remove(joysticks,i)
MES.new('info',"Joystick removed")
end
end
local keyMirror={
--analog sticks: -1, 0, 1 for neg, neutral, pos
--triggers: 0 for released, 1 for pressed
local jsAxisEventName={
leftx={'leftstick_left','leftstick_right'},
lefty={'leftstick_up','leftstick_down'},
rightx={'rightstick_left','rightstick_right'},
righty={'rightstick_up','rightstick_down'},
triggerleft='triggerleft',
triggerright='triggerright'
}
local gamePadKeys={'a','b','x','y','back','guide','start','leftstick','rightstick','leftshoulder','rightshoulder','dpup','dpdown','dpleft','dpright'}
local dPadToKey={
dpup='up',
dpdown='down',
dpleft='left',
@@ -307,54 +307,92 @@ local keyMirror={
start='return',
back='escape',
}
function love.joystickadded(JS)
jsState[JS:getID()]={
_loveJSObj=JS,
leftx=0,lefty=0,
rightx=0,righty=0,
triggerleft=0,triggerright=0
}
MES.new('info',"Joystick added")
end
function love.joystickremoved(JS)
local js=jsState[JS:getID()]
if js then
for i=1,#gamePadKeys do
if JS:isGamepadDown(gamePadKeys[i])then
love.gamepadreleased(JS,gamePadKeys[i])
end
end
love.gamepadaxis(JS,'leftx',0)
love.gamepadaxis(JS,'lefty',0)
love.gamepadaxis(JS,'rightx',0)
love.gamepadaxis(JS,'righty',0)
love.gamepadaxis(JS,'triggerleft',-1)
love.gamepadaxis(JS,'triggerright',-1)
jsState[JS:getID()]=nil
MES.new('info',"Joystick removed")
end
end
function love.gamepadaxis(JS,axis,val)
local js=jsState[JS:getID()]
if js then
if axis=='leftx'or axis=='lefty'or axis=='rightx'or axis=='righty'then
local newVal=--range: [0,1]
val>.5 and 1 or
val<-.5 and -1 or
0
if newVal~=js[axis]then
if js[axis]==-1 then
love.gamepadreleased(JS,jsAxisEventName[axis][1])
elseif js[axis]~=0 then
love.gamepadreleased(JS,jsAxisEventName[axis][2])
end
if newVal==-1 then
love.gamepadpressed(JS,jsAxisEventName[axis][1])
elseif newVal==1 then
love.gamepadpressed(JS,jsAxisEventName[axis][2])
end
js[axis]=newVal
end
elseif axis=='triggerleft'or axis=='triggerright'then
local newVal=val>0 and 1 or 0--range: [-1,1]
if newVal~=js[axis]then
if newVal==1 then
love.gamepadpressed(JS,jsAxisEventName[axis])
else
love.gamepadreleased(JS,jsAxisEventName[axis])
end
js[axis]=newVal
end
end
end
end
function love.gamepadpressed(_,i)
mouseShow=false
if SCN.swapping then return end
if SCN.gamepadDown then SCN.gamepadDown(i)
elseif SCN.keyDown then SCN.keyDown(keyMirror[i]or i)
elseif SCN.keyDown then SCN.keyDown(dPadToKey[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(keyMirror[i]or i)
else WIDGET.gamepadPressed(dPadToKey[i]or i)
end
end
function love.gamepadreleased(_,i)
if SCN.swapping then return end
if SCN.gamepadUp then SCN.gamepadUp(i)end
end
--[[
function love.joystickpressed(JS,k)
mouseShow=false
if SCN.swapping then return end
if SCN.gamepadDown then SCN.gamepadDown(i)
elseif SCN.keyDown then SCN.keyDown(keyMirror[i]or i)
elseif i=="back"then SCN.back()
else WIDGET.gamepadPressed(i)
end
end
function love.joystickreleased(JS,k)
if SCN.swapping then return end
if SCN.gamepadUp then SCN.gamepadUp(i)
end
end
function love.joystickaxis(JS,axis,val)
end
function love.joystickhat(JS,hat,dir)
end
function love.sendData(data)end
function love.receiveData(id,data)end
]]
function love.filedropped(file)
if SCN.fileDropped then SCN.fileDropped(file)end
end
function love.directorydropped(dir)
if SCN.directoryDropped then SCN.directoryDropped(dir)end
end
local lastGCtime=0
local autoGCcount=0
function love.lowmemory()
if love.timer.getTime()-lastGCtime>6.26 then
collectgarbage()
lastGCtime=love.timer.getTime()
collectgarbage()
if autoGCcount<3 then
autoGCcount=autoGCcount+1
MES.new('check',"[auto GC] low MEM 设备内存过低")
end
end
@@ -379,7 +417,7 @@ end
function love.errorhandler(msg)
if type(msg)~='string'then
msg="Unknown error"
elseif msg:find("Invaild UTF-8")and text then
elseif msg:find("Invalid UTF-8")and text then
msg=text.tryAnotherBuild
end
@@ -403,20 +441,20 @@ function love.errorhandler(msg)
love.audio.stop()
gc.reset()
if LOADED and #ERRDATA<3 then
if LOADED and #errData<3 then
BG.set('none')
local scn=SCN and SCN.cur or"NULL"
table.insert(ERRDATA,{mes=err,scene=scn})
table.insert(errData,{mes=err,scene=scn})
--Write messages to log file
love.filesystem.append('conf/error.log',
os.date("%Y/%m/%d %A %H:%M:%S\n")..
#ERRDATA.." crash(es) "..love.system.getOS().."-"..VERSION.string.." scene: "..scn.."\n"..
#errData.." crash(es) "..love.system.getOS().."-"..VERSION.string.." scene: "..scn.."\n"..
table.concat(err,"\n",1,c-2).."\n\n"
)
--Get screencapture
gc.captureScreenshot(function(_)ERRDATA[#ERRDATA].shot=gc.newImage(_)end)
gc.captureScreenshot(function(_)errData[#errData].shot=gc.newImage(_)end)
gc.present()
--Create a new mainLoop thread to keep game alive
@@ -539,7 +577,7 @@ function love.run()
--Scene Launch
while #SCN.stack>0 do SCN.pop()end
SCN.push('quit','slowFade')
SCN.init(#ERRDATA==0 and'load'or'error')
SCN.init(#errData==0 and'load'or'error')
return function()
local _
@@ -703,6 +741,9 @@ end
local Z={}
Z.js=jsState
Z.errData=errData
function Z.setIfPowerInfo(func)showPowerInfo=func end
--[Warning] Color and line width is uncertain value, set it in the function.

View File

@@ -72,11 +72,11 @@ function SFX.getCount()
return #sfxList
end
function SFX.setVol(v)
assert(type(v)=='number'and v>=0 and v<=1)
assert(type(v)=='number'and v>=0 and v<=1,'Wrong volume')
volume=v
end
function SFX.setStereo(v)
assert(type(v)=='number'and v>=0 and v<=1)
assert(type(v)=='number'and v>=0 and v<=1,'Wrong stereo')
stereo=v
end

View File

@@ -1,4 +1,5 @@
local find=string.find
local rem=table.remove
local next,type=next,type
local TABLE={}
@@ -83,7 +84,7 @@ function TABLE.complete(new,old)
end
end
--Remove positive integer index of table
--Remove [1~#] of table
function TABLE.cut(G)
for i=1,#G do
G[i]=nil
@@ -97,16 +98,53 @@ function TABLE.clear(G)
end
end
--Remove duplicated value of [1~#]
function TABLE.trimDuplicate(org)
local cache={}
for i=1,#org,-1 do
if cache[org[i]]then
rem(org,i)
else
cache[org[i]]=true
end
end
end
--Discard duplicated value
function TABLE.remDuplicate(org)
local cache={}
for k,v in next,org do
if cache[v]then
org[k]=nil
else
cache[v]=true
end
end
end
--Reverse [1~#]
function TABLE.reverse(org)
local l=#org
for i=1,math.floor(l/2)do
org[i],org[l+1-i]=org[l+1-i],org[i]
end
end
--------------------------
--Find value in [1~#]
function TABLE.find(t,val)
for i=1,#t do if t[i]==val then return i end end
end
--Retuen next value of [1~#]
--Return next value of [1~#] (by value)
function TABLE.next(t,val)
for i=1,#t do if t[i]==val then return t[i%#t+1]end end
end
--------------------------
--Find value in whole table
function TABLE.search(t,val)
for k,v in next,t do if v==val then return k end end
@@ -121,6 +159,8 @@ function TABLE.reIndex(org)
end
end
--------------------------
--Dump a simple lua table
do--function TABLE.dump(L,t)
local tabs={

View File

@@ -1,5 +1,7 @@
local rnd=math.random
local volume=1
local diversion=0
local VOC={
vol=1,
getCount=function()return 0 end,
getQueueCount=function()return 0 end,
load=function()error("Cannot load before init!")end,
@@ -7,13 +9,16 @@ local VOC={
play=NULL,
update=NULL,
}
function VOC.setDiversion(n)
assert(type(n)=='number'and n>0 and n<12,'Wrong div')
diversion=n
end
function VOC.setVol(v)
assert(type(v)=='number'and v>=0 and v<=1)
VOC.vol=v
assert(type(v)=='number'and v>=0 and v<=1,'Wrong volume')
volume=v
end
function VOC.init(list)
VOC.init=nil
local rnd=math.random
local rem=table.remove
local voiceQueue={free=0}
local bank={}--{vocName1={SRC1s},vocName2={SRC2s},...}
@@ -72,7 +77,7 @@ function VOC.init(list)
end
function VOC.play(s,chn)
if VOC.vol>0 then
if volume>0 then
local _=Source[s]
if not _ then return end
if chn then
@@ -95,13 +100,15 @@ function VOC.init(list)
end
elseif Q.s==1 then--Waiting load source
Q[1]=_getVoice(Q[1])
Q[1]:setVolume(VOC.vol)
Q[1]:setVolume(volume)
Q[1]:setPitch(1.0594630943592953^(diversion*(rnd()*2-1)))
Q[1]:play()
Q.s=Q[2]and 2 or 4
elseif Q.s==2 then--Playing 1,ready 2
if Q[1]:getDuration()-Q[1]:tell()<.08 then
Q[2]=_getVoice(Q[2])
Q[2]:setVolume(VOC.vol)
Q[2]:setVolume(volume)
Q[1]:setPitch(1.0594630943592953^(diversion*(rnd()*2-1)))
Q[2]:play()
Q.s=3
end

View File

@@ -44,8 +44,8 @@ N3TWORK is a registered trademark of N3TWORK Inc. © 2021 N3TWORK Inc.
GoldWave is a registered trademark of GoldWave, Inc.
Linux is a registered trademark of Linus Torvalds.
Linux is a registered trademark of Linus Torvalds.
Touhou Project © Team Shanghai Alice 2002-2021.
All other trademarks, logos, and copyrights are the properties of their respective owners.
All other trademarks, logos, and copyrights are the properties of their respective owners.

View File

@@ -54,6 +54,7 @@ FONT.load('parts/fonts/proportional.ttf')
SCR.setSize(1280,720)--Initialize Screen size
BGM.setMaxSources(5)
BGM.setChange(function(name)MES.new('music',text.nowPlaying..name,5)end)
VOC.setDiversion(1)
table.insert(_LOADTIMELIST_,("Load Zframework: %.3fs"):format(TIME()-_LOADTIME_))
@@ -628,9 +629,9 @@ if TABLE.find(arg,'--test')then
TASK.new(function()
while true do
YIELD()
if ERRDATA[1]then break end
if Z.errData[1]then break end
end
LOG("\27[91m\27[1mAutomatic Test Failed :(\27[0m\nThe error message is:\n"..table.concat(ERRDATA[1].mes,"\n").."\27[91m\nAborting\27[0m")
LOG("\27[91m\27[1mAutomatic Test Failed :(\27[0m\nThe error message is:\n"..table.concat(Z.errData[1].mes,"\n").."\27[91m\nAborting\27[0m")
TEST.yieldN(60)
love.event.quit(1)
end)

View File

@@ -61,7 +61,7 @@ function back.draw()
gc_setLineWidth(6)
gc_setColor(.8,.9,1,.3)
for i=1,8 do gc_polygon('line',SVG_TITLE_FAN[i])end
for i=1,#SVG_TITLE_FAN do gc_polygon('line',SVG_TITLE_FAN[i])end
gc_setLineWidth(2)
gc_setColor(1,.5,.7,.3)

View File

@@ -12,7 +12,7 @@ local baseBot={
function baseBot.update(bot)
local P=bot.P
local keys=bot.keys
if P.control and P.waiting==-1 then
if P.control and P.waiting==0 then
bot.delay=bot.delay-1
if not keys[1]then
if bot.runningThread then

View File

@@ -6,6 +6,8 @@ return{
lock=1e99,
wait=0,
fall=0,
hang=5,
hurry=1e99,
--Control
nextCount=6,
@@ -13,7 +15,6 @@ return{
holdCount=1,
infHold=true,
phyHold=false,
hang=0,
--Visual
bone=false,

View File

@@ -1,4 +1,5 @@
local function task_newBoard(P,init)
local targetLine
local F,L={},{1}
--TODO
P:pushNextList(L)
@@ -7,7 +8,7 @@ local function task_newBoard(P,init)
if not init then for _=1,26 do YIELD()end end
P.control=true
P.gameEnv.heightLimit=#F
P.gameEnv.heightLimit=targetLine or #F
P:pushLineList(F)
end
local function _check(P)
@@ -23,7 +24,7 @@ local function _check(P)
end
return{
sequence='none',
RS="SRS",
RS="TRS",
pushSpeed=5,
mesDisp=function(P)
setFont(60)

View File

@@ -20,140 +20,129 @@ RANK_COLORS={
{1,.5,.4},
{.95,.5,.95},
}
do--SVG_TITLE
SVG_TITLE={
do--SVG_TITLE_FILL, SVG_TITLE_LINE
SVG_TITLE_FILL={
{
53, 60,
1035, 0,
964, 218,
660, 218,
391, 1300,
231, 1154,
415, 218,
0, 218,
0,0,
0,34,
63,34,
63,227,
97,227,
97,34,
160,34,
160,0,
},
{
716, 290,
1429, 290,
1312, 462,
875, 489,
821, 695,
1148, 712,
1017, 902,
761, 924,
707, 1127,
1106, 1101,
1198, 1300,
465, 1300,
126,60,
244,60,
244,94,
160,94,
160,127,
230,127,
230,161,
160,161,
160,194,
244,194,
244,227,
126,227,
},
{
1516, 287,
2102, 290,
2036, 464,
1598, 465,
1322, 905,
1395, 1102,
1819, 1064,
1743, 1280,
1286, 1310,
1106, 902,
262,82,
283,60,
385,60,
385,94,
296,94,
296,194,
385,194,
385,227,
283,227,
262,206,
},
{
2179, 290,
2411, 290,
2272, 688,
2674, 666,
2801, 290,
3041, 290,
2693, 1280,
2464, 1280,
2601, 879,
2199, 897,
2056, 1280,
1828, 1280,
404,60,
437,60,
437,127,
505,127,
505,60,
538,60,
538,227,
505,227,
505,161,
437,161,
437,227,
404,227,
},
{
3123, 290,
3480, 290,
3496, 480,
3664, 290,
4017, 294,
3682, 1280,
3453, 1280,
3697, 578,
3458, 843,
3304, 842,
3251, 561,
3001, 1280,
2779, 1280,
558,60,
604,60,
640,153,
676,60,
722,60,
722,227,
688,227,
688,108,
655,194,
625,194,
591,108,
591,227,
558,227,
},
{
4088, 290,
4677, 290,
4599, 501,
4426, 502,
4219, 1069,
4388, 1070,
4317, 1280,
3753, 1280,
3822, 1068,
3978, 1068,
4194, 504,
4016, 504,
743,60,
777,60,
777,227,
743,227,
},
{
4747, 290,
4978, 295,
4921, 464,
5186, 850,
5366, 290,
5599, 295,
5288, 1280,
5051, 1280,
5106, 1102,
4836, 709,
4641, 1280,
4406, 1280,
798,60,
831,60,
899,173,
899,60,
933,60,
933,227,
899,227,
831,115,
831,227,
798,227,
},
{
5814, 290,
6370, 295,
6471, 415,
6238, 1156,
6058, 1280,
5507, 1280,
5404, 1154,
5635, 416,
-- 5814, 290,
-- 5878, 463,
5770, 542,
5617, 1030,
5676, 1105,
5995, 1106,
6100, 1029,
6255, 541,
6199, 465,
5878, 463,
950,82,
971,60,
1064,60,
1085,82,
1085,206,
1064,227,
971,227,
950,206,
950,82,
984,94,
984,194,
1051,194,
1051,94,
984,94,
},
}
for _,C in next,SVG_TITLE do
for _,C in next,SVG_TITLE_FILL do
for i=1,#C do
C[i]=C[i]*.1626
C[i]=C[i]*.94
end
end
SVG_TITLE_LINE=TABLE.shift(SVG_TITLE_FILL)
SVG_TITLE_LINE[8],SVG_TITLE_LINE[9]={},{}
for j=1,16 do SVG_TITLE_LINE[8][j]=SVG_TITLE_FILL[8][j]end
for j=19,#SVG_TITLE_FILL[8]-2 do SVG_TITLE_LINE[9][j-18]=SVG_TITLE_FILL[8][j]end
end
do--SVG_TITLE_FAN
SVG_TITLE_FAN={}
local sin,cos=math.sin,math.cos
for i=1,8 do
local L={}
for i=1,9 do
local L=TABLE.copy(SVG_TITLE_LINE[i])
SVG_TITLE_FAN[i]=L
for j=1,#SVG_TITLE[i]do
L[j]=SVG_TITLE[i][j]
end
for j=1,#L,2 do
local x,y=L[j],L[j+1]--0<x<3041, 290<y<1280
x,y=-(x+240+y*.3)*.002,(y-580)*.9
local x,y=L[j],L[j+1]--0<x<988, 290<y<1280
x,y=-(x+280)*.002,(y-580)*.9--X=ang, Y=dist
x,y=y*cos(x),-y*sin(x)--Rec-Pol-Rec
L[j],L[j+1]=x,y+300
end
@@ -547,13 +536,12 @@ do--Game data tables
ROOMENV={
--Room config
capacity=10,
FTLock=true,
--Basic
drop=30,
lock=60,
wait=0,
fall=0,
FTLock=true,
drop=30,lock=60,
wait=0,fall=0,
hang=5,hurry=1e99,
--Control
nextCount=6,

View File

@@ -16,8 +16,8 @@ return{
{"To New Players",
"guide newbie noob",
"help",
"To new players that want to get better at the game:\n\tTwo principles:\n\t1. find a version with good controls (e.g. Techmino, Tetr.io, Tetris Online, Jstris, Tetr.js). Do not use those version used for programming practice.\n\t2. Build foundations in your skills (stable Techrashes using next queue to aid decisions), don't go for fancy T-Spins from the start.\n\n\tTwo main techniques:\n\t1. familiarize yourself with spawn locations of pieces, and the controls to move the piece into each location\n\t2. Plan ahead of where to put the pieces\nHere is a article written by a well-known player in Chinese Tetris community talking about advices to new players. Click the globe if you can read simplified Chinese.",
"https://bilibili.com/read/cv2352939",
"To new players that want to get better at the game:\n\tTwo principles:\n\t1. find a version with good controls (e.g. Techmino, Tetr.io, Tetris Online, Jstris, Tetr.js). Do not use those version used for programming practice.\n\t2. Build foundations in your skills (stable Techrashes using next queue to aid decisions), don't go for fancy T-Spins from the start.\n\n\tTwo main techniques:\n\t1. familiarize yourself with spawn locations of pieces, and the controls to move the piece into each location\n\t2. Plan ahead of where to put the pieces\nHere is a article written by a well-known player in Chinese Tetris community talking about advices to new players. Click the globe to read the translated article by User670.",
"https://github.com/user670/temp/blob/master/tips_to_those_new_to_top.md",
},
{"Learning T-spins",
"tspin learning study guide tips",

View File

@@ -296,6 +296,8 @@ return{
lock="Lock Delay",
wait="Entry Delay",
fall="Line Delay",
hang="Death Delay",
hurry="ARE Interruption",
capacity="Capacity",
create="Create",
@@ -480,6 +482,7 @@ return{
wait="Entry Delay",
fall="Line Delay",
hang="Death Delay",
hurry="ARE Interruption",
bg="Background",
bgm="Music",

View File

@@ -262,6 +262,8 @@ return{
lock="Retraso de Bloqueo",
wait="Retraso de Spawneo",
fall="Retraso de Línea",
-- hang="Death Delay",
-- hurry="ARE Interruption",
capacity="Capacidad",
create="Crear",
@@ -445,6 +447,7 @@ return{
wait="Retraso de Spawneo",
fall="Retraso de Línea",
-- hang="Death Delay",
-- hurry="ARE Interruption",
bg="Fondo",
bgm="Música",
@@ -611,6 +614,9 @@ return{
reset="Reiniciar",
invis="A ciegas",
},
app_arithmetic={
reset="Reiniciar",
},
savedata={
export="Exportar al portapapeles",
import="Importar de portapapeles",

View File

@@ -258,6 +258,8 @@ return{
lock="Délai de verrouillage",
wait="Délai d'apparition",
fall="Délai de ligne",
-- hang="Death Delay",
-- hurry="ARE Interruption",
-- capacity="Capacity",
-- create="Create",
@@ -446,6 +448,7 @@ return{
wait="Délai d'apparition",
fall="Délai de ligne",
-- hang="Death Delay",
-- hurry="ARE Interruption",
bg="Arrière-plan",
bgm="Musique",
@@ -612,6 +615,9 @@ return{
reset="Réinitialiser",
invis="Aveugler",
},
app_arithmetic={
reset="Réinitialiser",
},
savedata={
-- export="Export to clipboard",
-- import="Import from clipboard",

View File

@@ -284,6 +284,8 @@ return{
lock="Delay Trava",
wait="Delay Entrada",
fall="Delay Linha",
-- hang="Death Delay",
-- hurry="ARE Interruption",
-- capacity="Capacity",
-- create="Create",
@@ -468,6 +470,7 @@ return{
wait="Delay Entrada",
fall="Delay Linha",
-- hang="Death Delay",
-- hurry="ARE Interruption",
bg="Fundo",
bgm="Música",
@@ -642,6 +645,9 @@ return{
reset="Resetar",
invis="Cego",
},
app_arithmetic={
reset="Resetar",
},
savedata={
-- export="Export to clipboard",
-- import="Import from clipboard",

View File

@@ -190,6 +190,8 @@ return{
lock="↓_",
wait="→=",
fall="↓=",
hang=":(=",
hurry="_x",
capacity="<0/?>",
create=">",
@@ -373,6 +375,7 @@ return{
wait="→=",
fall="↓=",
hang=":(=",
hurry="_x",
bg="{~}",
bgm="(~)",

View File

@@ -296,6 +296,8 @@ return{
lock="锁定延迟",
wait="出块等待",
fall="消行延迟",
hang="窒息延迟",
hurry="ARE打断",
capacity="房间容量",
create="创建",
@@ -479,6 +481,7 @@ return{
wait="出块等待",
fall="消行延迟",
hang="窒息延迟",
hurry="ARE打断",
bg="背景",
bgm="音乐",
@@ -656,6 +659,9 @@ return{
reset="重置",
invis="盲打",
},
app_arithmetic={
reset="重置",
},
savedata={
export="导出到剪切板",
import="从剪切板导入",
@@ -902,7 +908,7 @@ return{
"快去打一把100%极简看看会怎样",
"锟斤拷锟斤拷锟斤拷",
"来学编程,好玩的",
"老牌益智游戏了属于是",
"老牌益智游戏了",
"连续pc有大量知识要背不过背出来后随手10连pc不是问题",
"六连块总共有……?那不重要,不会做的(大概",
"论如何正确使用Unicode私用区定制字体",
@@ -924,13 +930,13 @@ return{
"你们考虑过Z酱的感受吗没有你们只考虑你自己。",
"你说彩蛋?嗯…算是有,可以找找",
"你有一个好",
"你知道吗:看主页机器人玩可能比较费电",
"你知道吗:全程不使用任何旋转键完成40行模式是有可能的",
"你知道吗:全程不使用左右移动键完成40行模式是有可能的",
"你知道吗:停留在模式地图界面很费电",
"你知道吗:在其他(方块)游戏相关场合提及本游戏是很不礼貌的",
"你知道吗:O-Spin是在0.8.20 (Fantastic Global Update II)中诞生的",
"你知道吗:TRS旋转系统的最初形态在0.0.091726版本就存在了",
"你知道吗[001]看主页机器人玩可能比较费电",
"你知道吗[002]全程不使用任何旋转键完成40行模式是有可能的",
"你知道吗[003]全程不使用左右移动键完成40行模式是有可能的",
"你知道吗[004]停留在模式地图界面很费电",
"你知道吗[005]在其他(方块)游戏相关场合提及本游戏是很不礼貌的",
"你知道吗[006]O-Spin是在0.8.20 (Fantastic Global Update II)中诞生的",
"你知道吗[007]TRS旋转系统的最初形态在0.0.091726版本就存在了",
"你准备好了吗?",
"其实很多时候“吃键”是玩家对游戏机制不了解或者自己的操作问题导致的",
"其实S和Z有四个方向(状态),虽然看起来只有两个",
@@ -948,6 +954,25 @@ return{
"少女祈祷中",
"少玩点游戏,多注意眨眼和休息",
"深降了解一下",
"时间碎片[000] 2021/11/21开始tip加入这个版块",
"时间碎片[001] V0.7.9加入O-spin",
"时间碎片[002] V0.7.19加入语音系统",
"时间碎片[003] V0.7.22加入平滑下落",
"时间碎片[004] V0.8.5加入模式地图",
"时间碎片[005] V0.8.19加入五连块",
"时间碎片[006] V0.9.0加入自定义序列和模式",
"时间碎片[007] V0.10.0加入录像回放",
"时间碎片[008] V0.11.1加入小z词典",
"时间碎片[009] V0.12.2加入mod系统",
"时间碎片[010] V0.13.0联网对战测试",
"时间碎片[011] V0.13.2加入任意场地高度",
"时间碎片[012] V0.13.3加入控制台",
"时间碎片[013] V0.14.4加入第一首不是用Beepbox制作的BGM",
"时间碎片[014] V0.14.5加入第一首社区玩家自制BGM",
"时间碎片[015] V0.15.5加入录像回放菜单",
"时间碎片[016] V0.16.0应该是单次更新内容最多的(起码更新历史最长)",
"时间碎片[017] V0.16.2加入打击垫样式的音效室",
"时间碎片[018] V0.17.0加入手柄的摇杆和扳机支持",
"使用固定堆叠方法达成20TSD难度很低",
"试试用跳舞毯打块",
"适度游戏益脑,沉迷游戏伤身,合理安排时间,享受健康生活",
@@ -1037,18 +1062,18 @@ return{
"e^(πi)=-1",
"e^(πi/2)=i",
"e^(πi/4)=(1+i)/√2",
"Farter:“成天被夸赞‘好玩’的”",
"Farter:“可以形成方块圈子小中心话题,同作者一起衍生一些概念与梗的”",
"Farter:“论方块的软工意义(就算这么小个范围内,各种取舍蒙混翻车现象都总会以很易懂的方式出现(”",
"Farter:“民间微创新”",
"Farter:“民间音lè与图案”",
"Farter:“民间游戏设计”",
"Farter:“是方块爱好者研究平台”",
"Farter:“是方块萌新入坑接收器”",
"Farter:“是居家旅行装逼必备”",
"Farter:“是民间UI动效艺术作品”",
"Farter:“是一滩散乱的代码组成的蜜汁结构”",
"Farter:“它是现在的techmino已发布版本”",
"Farter评[01]“成天被夸赞‘好玩’的”",
"Farter评[02]“可以形成方块圈子小中心话题,同作者一起衍生一些概念与梗的”",
"Farter评[03]“论方块的软工意义(就算这么小个范围内,各种取舍蒙混翻车现象都总会以很易懂的方式出现(”",
"Farter评[04]“民间微创新”",
"Farter评[05]“民间音lè与图案”",
"Farter评[06]“民间游戏设计”",
"Farter评[07]“是方块爱好者研究平台”",
"Farter评[08]“是方块萌新入坑接收器”",
"Farter评[09]“是居家旅行装逼必备”",
"Farter评[10]“是民间UI动效艺术作品”",
"Farter评[11]“是一滩散乱的代码组成的蜜汁结构”",
"Farter评[12]“它是现在的techmino已发布版本”",
"fin neo iso 是满足tspin条件的特殊t2的名字",
"git commit",
"git push -f",

View File

@@ -294,6 +294,8 @@ return{
lock="锁定延迟",
wait="进入延迟",
fall="线路延迟",
hang="毁灭延迟",
hurry="是打扰吗",
capacity="容量",
create="创造",
@@ -413,7 +415,6 @@ return{
ihs="初始持有",
irs="初始旋转",
ims="初始运动",
reset="重置",
},
setting_key={
a1="向左移动",
@@ -478,6 +479,7 @@ return{
wait="进入延迟",
fall="线路延迟",
hang="毁灭延迟",
hurry="是打扰吗",
bg="背景",
bgm="音乐",
@@ -614,7 +616,6 @@ return{
revKB="逆转",
},
app_schulteG={
reset="重置",
rank="大小",
invis="英维斯",
disappear="隐藏",
@@ -626,30 +627,25 @@ return{
app_AtoZ={
level="水平仪",
keyboard="键盘",
reset="重置",
},
app_2048={
reset="重置",
invis="英维斯",
tapControl="抽头控制",
skip="跳转",
},
app_ten={
reset="重置",
next="下一个",
invis="英维斯",
fast="快速的",
},
app_dtw={
reset="重置",
color="颜色",
mode="模式",
bgm="血糖监测",
arcade="游乐中心",
},
app_link={
reset="重置",
invis="英维斯",
},
savedata={
@@ -760,7 +756,7 @@ return{
['infinite_dig']= {"无限:挖掘", "", "挖,挖,挖"},
['marathon_inf']= {"马拉松", "无尽", "无尽马拉松"},
['custom_clear']= {"习俗", "正常"} ,
['custom_clear']= {"习俗", "正常"},
['custom_puzzle']= {"习俗", "令人费解的"},
},
}

View File

@@ -295,6 +295,8 @@ return{
lock="鎖定延遲",
wait="方塊生成等待",
fall="行清除延遲",
hang="死亡延遲",
hurry="ARE打斷",
capacity="房間容量",
create="創建",
@@ -478,6 +480,7 @@ return{
wait="方塊生成等待",
fall="行清除延遲",
hang="死亡延遲",
hurry="ARE打斷",
bg="背景",
bgm="音樂",
@@ -655,6 +658,9 @@ return{
reset="重設",
invis="盲打",
},
app_arithmetic={
reset="重設",
},
savedata={
export="導出到剪貼板",
import="從剪貼板導入",

View File

@@ -7,7 +7,7 @@ Gameplay:
Play until the end or achieve the level's goal to win.
Rotation system:
Uses Techmino's custom rotation system. Too lazy to write the details
Uses TRS (Techmino Rotation System) by default. The game allows players to choose other commonly used rotation systems (generally unnecessary)
Spin detection:
Satisfies "3 corner" rule +2 points
@@ -87,4 +87,4 @@ Custom mode:
empty cells can be in any state;
regular colored cells have to be made of the corresponding block;
garbage-colored cells can be any block but not air.
Once you make the shape, you will win.
Once you make the shape, you will win.

View File

@@ -5,7 +5,7 @@
尝试存活更久,或者完成目标即胜利.
旋转系统:
使用Techmino专属旋转系统,具体太复杂并且随时可能更改所以不写在这里,可以去parts/kicklist.lua看
默认使用Techmino专属旋转系统TRS,允许玩家自选其他较常用的旋转系统(一般不必要)
spin判定:
满足三角判定+2分

View File

@@ -48,7 +48,7 @@ return{
{name='strategy_e', x=-150, y=-1030, size=40,shape=3,icon="master"},
{name='strategy_h', x=-200, y=-1160, size=35,shape=3,icon="master"},
{name='strategy_u', x=-250, y=-1290, size=30,shape=3,icon="master"},
{name='strategy_u', x=-250, y=-1290, size=30,shape=2,icon="master"},
{name='blind_e', x=150, y=-700, size=40,shape=1,icon="hidden", unlock={'blind_n'}},
{name='blind_n', x=150, y=-800, size=40,shape=1,icon="hidden", unlock={'blind_h'}},

View File

@@ -1,5 +1,6 @@
return{
{font=100,name="☆★白羽★☆"},
{font=100,name="[*浩]"},
{font=65,name="那没事了(T6300)"},
{font=65,name="加油啊,钉钉动了的大哥哥(T3228)"},
@@ -28,6 +29,8 @@ return{
{font=65,name="怀沙"},
{font=65,name="星街书婉"},
{font=65,name="老板来两份薯条"},
{font=65,name="[**昆]"},
{font=65,name="[**浩]"},
{font=25,name="八零哥"},
{font=25,name="蕴空之灵"},
@@ -121,4 +124,6 @@ return{
{font=25,name="小丘"},
{font=25,name="Techtris"},
{font=25,name="费尔特林"},
{font=25,name="零醇丘卡"},
{font=25,name="Hathtiz"},
}

View File

@@ -170,7 +170,7 @@ local function _drawField(P,showInvis)
local V,F=P.visTime,P.field
local start=int((P.fieldBeneath+P.fieldUp)/30+1)
local texture=P.skinLib
if P.falling==-1 then--Blocks only
if P.falling==0 then--Blocks only
if ENV.upEdge then
gc_setShader(shader_lighter)
gc_translate(0,-4)
@@ -782,7 +782,7 @@ function draw.norm(P,repMode)
_drawFXs(P)
--Draw current block
if P.cur and P.waiting==-1 then
if P.cur and P.waiting==0 then
local C=P.cur
local curColor=C.color
@@ -997,7 +997,7 @@ function draw.demo(P)
gc_translate(0,600)
_drawField(P)
_drawFXs(P)
if P.cur and P.waiting==-1 then
if P.cur and P.waiting==0 then
if ENV.ghost then
drawGhost[ENV.ghostType](P.cur.bk,P.curX,P.ghoY,ENV.ghost,P.skinLib,curColor)
end

View File

@@ -3,7 +3,6 @@ return{
dascut=0,dropcut=0,
sddas=2,sdarr=2,
ihs=true,irs=true,ims=true,
hang=0,FTLock=true,
ghostType='gray',
block=true,ghost=.3,center=1,
@@ -30,6 +29,7 @@ return{
drop=60,lock=60,
wait=0,fall=0,
hang=5,hurry=1e99,
bone=false,
lockout=false,
fieldH=20,heightLimit=1e99,
@@ -69,4 +69,5 @@ return{
bg='none',bgm='race',
allowMod=true,
FTLock=true,
}

View File

@@ -36,54 +36,6 @@ local function _getNewStatTable()
end
return T
end
local playerActions={
Player.act_moveLeft, --1
Player.act_moveRight, --2
Player.act_rotRight, --3
Player.act_rotLeft, --4
Player.act_rot180, --5
Player.act_hardDrop, --6
Player.act_softDrop, --7
Player.act_hold, --8
Player.act_func1, --9
Player.act_func2, --10
Player.act_insLeft, --11
Player.act_insRight, --12
Player.act_insDown, --13
Player.act_down1, --14
Player.act_down4, --15
Player.act_down10, --16
Player.act_dropLeft, --17
Player.act_dropRight, --18
Player.act_zangiLeft, --19
Player.act_zangiRight,--20
}
local function _pressKey(P,keyID)
if P.keyAvailable[keyID]and P.alive then
P.keyPressing[keyID]=true
playerActions[keyID](P)
P.stat.key=P.stat.key+1
end
end
local function _releaseKey(P,keyID)
P.keyPressing[keyID]=false
end
local function _pressKey_Rec(P,keyID)
if P.keyAvailable[keyID]and P.alive then
local L=GAME.rep
ins(L,P.frameRun)
ins(L,keyID)
P.keyPressing[keyID]=true
playerActions[keyID](P)
P.stat.key=P.stat.key+1
end
end
local function _releaseKey_Rec(P,keyID)
local L=GAME.rep
ins(L,P.frameRun)
ins(L,32+keyID)
P.keyPressing[keyID]=false
end
local function _newEmptyPlayer(id,mini)
local P={id=id}
PLAYERS[id]=P
@@ -92,15 +44,6 @@ local function _newEmptyPlayer(id,mini)
--Inherit functions of Player class
for k,v in next,Player do P[k]=v end
--Set key/timer event
if P.id==1 and GAME.recording then
P.pressKey=_pressKey_Rec
P.releaseKey=_releaseKey_Rec
else
P.pressKey=_pressKey
P.releaseKey=_releaseKey
end
--Field position
P.swingOffset={--Shake FX
x=0,y=0,
@@ -195,7 +138,7 @@ local function _newEmptyPlayer(id,mini)
]]
P.movDir,P.moving,P.downing=0,0,0--Last move key,DAS charging,downDAS charging
P.dropDelay,P.lockDelay=0,0
P.waiting,P.falling=-1,-1
P.waiting,P.falling=0,0
P.freshTime=0
P.spinLast=false
P.ctrlCount=0--Key press time, for finesse check

View File

@@ -200,10 +200,304 @@ function Player:createBeam(R,send)
end
--------------------------</FX>--------------------------
--------------------------<Action>--------------------------
function Player:act_moveLeft(auto)
if not auto then
self.ctrlCount=self.ctrlCount+1
end
self.movDir=-1
if self.control and self.waiting==0 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)then
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_moveRight(auto)
if not auto then
self.ctrlCount=self.ctrlCount+1
end
self.movDir=1
if self.control and self.waiting==0 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)then
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_rotRight()
if self.control and self.waiting==0 and self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(1)
self.keyPressing[3]=false
end
end
function Player:act_rotLeft()
if self.control and self.waiting==0 and self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(3)
self.keyPressing[4]=false
end
end
function Player:act_rot180()
if self.control and self.waiting==0 and self.cur then
self.ctrlCount=self.ctrlCount+2
self:spin(2)
self.keyPressing[5]=false
end
end
function Player:act_hardDrop()
local ENV=self.gameEnv
if self.control and self.waiting==0 and self.cur then
if self.lastPiece.autoLock and self.frameRun-self.lastPiece.frame<ENV.dropcut then
SFX.play('drop_cancel',.3)
else
if self.curY>self.ghoY then
self:createDropFX()
self.curY=self.ghoY
self.spinLast=false
if self.sound then
SFX.play('drop',nil,self:getCenterX()*.15)
if SETTING.vib>0 then VIB(SETTING.vib+1)end
end
end
if ENV.shakeFX then
self.swingOffset.vy=.6
self.swingOffset.va=self.swingOffset.va+self:getCenterX()*6e-4
end
self.lockDelay=-1
self.keyPressing[6]=false
self:drop()
end
end
end
function Player:act_softDrop()
local ENV=self.gameEnv
self.downing=1
if self.control and self.waiting==0 and self.cur then
if self.curY>self.ghoY then
self.curY=self.curY-1
self:freshBlock('fresh')
self.spinLast=false
self:checkTouchSound()
elseif ENV.deepDrop then
local CB=self.cur.bk
local y=self.curY-1
while self:ifoverlap(CB,self.curX,y)and y>0 do
y=y-1
end
if y>0 then
self.ghoY=y
self:createDropFX()
self.curY=y
self:freshBlock('move')
SFX.play('swipe')
end
end
end
end
function Player:act_hold()
if self.control and self.waiting==0 then
self:hold()
self.keyPressing[8]=false
end
end
function Player:act_func1()
self.gameEnv.fkey1(self)
end
function Player:act_func2()
self.gameEnv.fkey2(self)
end
function Player:act_insLeft(auto)
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)do
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=-1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insRight(auto)
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)do
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insDown()
if self.cur and self.curY>self.ghoY then
local ENV=self.gameEnv
self:createDropFX()
if ENV.shakeFX then
self.swingOffset.vy=.5
end
self.curY=self.ghoY
self.lockDelay=ENV.lock
self.spinLast=false
self:freshBlock('fresh')
self:checkTouchSound()
end
end
function Player:act_down1()
if self.cur and self.curY>self.ghoY then
self:createMoveFX('down')
self.curY=self.curY-1
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_down4()
if self.cur and self.curY>self.ghoY then
local ghoY0=self.ghoY
self.ghoY=max(self.curY-4,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_down10()
if self.cur and self.curY>self.ghoY then
local ghoY0=self.ghoY
self.ghoY=max(self.curY-10,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_dropLeft()
if self.cur then
self:act_insLeft()
self:act_hardDrop()
end
end
function Player:act_dropRight()
if self.cur then
self:act_insRight()
self:act_hardDrop()
end
end
function Player:act_zangiLeft()
if self.cur then
self:act_insLeft()
self:act_insDown()
self:act_insRight()
self:act_hardDrop()
end
end
function Player:act_zangiRight()
if self.cur then
self:act_insRight()
self:act_insDown()
self:act_insLeft()
self:act_hardDrop()
end
end
--------------------------</Action>--------------------------
--------------------------<Method>--------------------------
local playerActions={
Player.act_moveLeft, --1
Player.act_moveRight, --2
Player.act_rotRight, --3
Player.act_rotLeft, --4
Player.act_rot180, --5
Player.act_hardDrop, --6
Player.act_softDrop, --7
Player.act_hold, --8
Player.act_func1, --9
Player.act_func2, --10
Player.act_insLeft, --11
Player.act_insRight, --12
Player.act_insDown, --13
Player.act_down1, --14
Player.act_down4, --15
Player.act_down10, --16
Player.act_dropLeft, --17
Player.act_dropRight, --18
Player.act_zangiLeft, --19
Player.act_zangiRight,--20
}function Player:pressKey(keyID)
if self.keyAvailable[keyID]and self.alive then
if self.waiting>self.gameEnv.hurry then
self.waiting=self.gameEnv.hurry
if self.waiting==0 then self:popNext()end
end
self.keyPressing[keyID]=true
playerActions[keyID](self)
self.stat.key=self.stat.key+1
if self.id==1 and GAME.recording then
local L=GAME.rep
ins(L,self.frameRun)
ins(L,keyID)
end
end
end
function Player:releaseKey(keyID)
self.keyPressing[keyID]=false
if self.id==1 and GAME.recording then
local L=GAME.rep
ins(L,self.frameRun)
ins(L,32+keyID)
end
end
function Player:newTask(code,...)
local thread=coroutine.create(code)
resume(thread,self,...)
assert(resume(thread,self,...))
if status(thread)~='dead'then
ins(self.tasks,{
thread=thread,
@@ -719,6 +1013,16 @@ function Player:_removeClearedLines()
FREEROW.discard(rem(self.visTime,h))
end
end
function Player:_updateFalling(val)
self.falling=val
if self.falling==0 then
local L=#self.clearingRow
if self.sound and self.gameEnv.fall>0 and #self.field+L>self.clearingRow[L]then
SFX.play('fall')
end
TABLE.cut(self.clearingRow)
end
end
function Player:removeTopClearingFX()
for i=#self.clearingRow,1,-1 do
if self.clearingRow[i]>#self.field then
@@ -728,7 +1032,7 @@ function Player:removeTopClearingFX()
end
end
if self.clearingRow[1]then
self.falling=self.gameEnv.fall
self:_updateFalling(self.gameEnv.fall)
return false
else
return true
@@ -1004,7 +1308,7 @@ function Player:hold_swap(ifpre)
self.stat.hold=self.stat.hold+1
end
function Player:hold(ifpre)
if self.holdTime>0 and(ifpre or self.waiting==-1)then
if self.holdTime>0 and(ifpre or self.waiting==0)then
if self.gameEnv.holdMode=='hold'then
self:hold_norm(ifpre)
elseif self.gameEnv.holdMode=='swap'then
@@ -1039,9 +1343,9 @@ function Player:popNext(ifhold)--Pop nextQueue to hand
self.spinLast=false
self.ctrlCount=0
self.cur=rem(self.nextQueue,1)
self.newNext()
if self.cur then
if self.nextQueue[1]then
self.cur=rem(self.nextQueue,1)
self.newNext()
self.pieceCount=self.pieceCount+1
local pressing=self.keyPressing
@@ -1251,8 +1555,6 @@ do
piece.centX,piece.centY=self.curX+sc[2],self.curY+sc[1]
piece.frame,piece.autoLock=self.frameRun,autoLock
self.waiting=ENV.wait
--Tri-corner spin check
if self.spinLast then
if C.id<6 then
@@ -1637,6 +1939,9 @@ do
end
end
--Fresh ARE
self.waiting=ENV.wait
--Prevent sudden death if hang>0
if ENV.hang>ENV.wait and self.nextQueue[1]then
local B=self.nextQueue[1]
@@ -1699,6 +2004,8 @@ do
else
self:_triggerEvent('hook_drop')
end
if self.waiting==0 then self:popNext()end
end
function Player:clearFilledLines(start,height)
@@ -1708,7 +2015,7 @@ do
self:showText(text.clear[min(_cc,21)],0,0,75,'beat',.4)
if _cc>6 then self:showText(text.cleared:gsub("$1",_cc),0,55,30,'zoomout',.4)end
self:_removeClearedLines()
self.falling=self.gameEnv.fall
self:_updateFalling(self.gameEnv.fall)
self.stat.row=self.stat.row+_cc
self.stat.dig=self.stat.dig+_gbcc
self.stat.score=self.stat.score+clearSCR[_cc]
@@ -2014,7 +2321,7 @@ local function update_alive(P)
if P.movDir~=0 then
local das,arr=ENV.das,ENV.arr
local mov=P.moving
if P.waiting==-1 then
if P.waiting==0 then
if P.movDir==1 then
if P.keyPressing[2]then
if arr>0 then
@@ -2099,25 +2406,19 @@ local function update_alive(P)
end
--Falling animation
if P.falling>=0 then
P.falling=P.falling-1
if P.falling>=0 then
if P.falling>0 then
P:_updateFalling(P.falling-1)
if P.falling>0 then
goto THROW_stop
else
local L=#P.clearingRow
if P.sound and ENV.fall>0 and #P.field+L>P.clearingRow[L]then
SFX.play('fall')
end
P.clearingRow={}
end
end
--Update block state
if P.control then
--Try spawn new block
if P.waiting>=0 then
if P.waiting>0 then
P.waiting=P.waiting-1
if P.waiting<0 then
if P.waiting<=0 then
P:popNext()
end
goto THROW_stop
@@ -2238,15 +2539,8 @@ local function update_dead(P)
P.swappingAtkMode=min(P.swappingAtkMode+2,30)
end
if P.falling>=0 then
P.falling=P.falling-1
if P.falling<0 then
local L=#P.clearingRow
if P.sound and P.gameEnv.fall>0 and #P.field+L>P.clearingRow[L]then
SFX.play('fall')
end
P.clearingRow={}
end
if P.falling>0 then
P:_updateFalling(P.falling-1)
end
if P.b2b1>0 then
P.b2b1=max(0,P.b2b1*.92-1)
@@ -2466,254 +2760,4 @@ function Player:lose(force)
end
--------------------------<\Event>--------------------------
--------------------------<Action>--------------------------
function Player:act_moveLeft(auto)
if not auto then
self.ctrlCount=self.ctrlCount+1
end
self.movDir=-1
if self.control and self.waiting==-1 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)then
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_moveRight(auto)
if not auto then
self.ctrlCount=self.ctrlCount+1
end
self.movDir=1
if self.control and self.waiting==-1 then
if self.cur and not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)then
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move')
if not auto then
self.moving=0
end
self.spinLast=false
else
self.moving=self.gameEnv.das
end
else
self.moving=0
end
end
function Player:act_rotRight()
if self.control and self.waiting==-1 and self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(1)
self.keyPressing[3]=false
end
end
function Player:act_rotLeft()
if self.control and self.waiting==-1 and self.cur then
self.ctrlCount=self.ctrlCount+1
self:spin(3)
self.keyPressing[4]=false
end
end
function Player:act_rot180()
if self.control and self.waiting==-1 and self.cur then
self.ctrlCount=self.ctrlCount+2
self:spin(2)
self.keyPressing[5]=false
end
end
function Player:act_hardDrop()
local ENV=self.gameEnv
if self.control and self.waiting==-1 and self.cur then
if self.lastPiece.autoLock and self.frameRun-self.lastPiece.frame<ENV.dropcut then
SFX.play('drop_cancel',.3)
else
if self.curY>self.ghoY then
self:createDropFX()
self.curY=self.ghoY
self.spinLast=false
if self.sound then
SFX.play('drop',nil,self:getCenterX()*.15)
if SETTING.vib>0 then VIB(SETTING.vib+1)end
end
end
if ENV.shakeFX then
self.swingOffset.vy=.6
self.swingOffset.va=self.swingOffset.va+self:getCenterX()*6e-4
end
self.lockDelay=-1
self:drop()
self.keyPressing[6]=false
end
end
end
function Player:act_softDrop()
local ENV=self.gameEnv
self.downing=1
if self.control and self.waiting==-1 and self.cur then
if self.curY>self.ghoY then
self.curY=self.curY-1
self:freshBlock('fresh')
self.spinLast=false
self:checkTouchSound()
elseif ENV.deepDrop then
local CB=self.cur.bk
local y=self.curY-1
while self:ifoverlap(CB,self.curX,y)and y>0 do
y=y-1
end
if y>0 then
self.ghoY=y
self:createDropFX()
self.curY=y
self:freshBlock('move')
SFX.play('swipe')
end
end
end
end
function Player:act_hold()
if self.control then
if self.waiting==-1 then
self:hold()
self.keyPressing[8]=false
end
end
end
function Player:act_func1()
self.gameEnv.fkey1(self)
end
function Player:act_func2()
self.gameEnv.fkey2(self)
end
function Player:act_insLeft(auto)
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX-1,self.curY)do
self:createMoveFX('left')
self.curX=self.curX-1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=-1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insRight(auto)
if not self.cur then
return
end
local x0=self.curX
while not self:ifoverlap(self.cur.bk,self.curX+1,self.curY)do
self:createMoveFX('right')
self.curX=self.curX+1
self:freshBlock('move',true)
end
if self.curX~=x0 then
self.spinLast=false
self:checkTouchSound()
end
if self.gameEnv.shakeFX then
self.swingOffset.vx=1.5
end
if auto then
if self.ctrlCount==0 then
self.ctrlCount=1
end
else
self.ctrlCount=self.ctrlCount+1
end
end
function Player:act_insDown()
if self.cur and self.curY>self.ghoY then
local ENV=self.gameEnv
self:createDropFX()
if ENV.shakeFX then
self.swingOffset.vy=.5
end
self.curY=self.ghoY
self.lockDelay=ENV.lock
self.spinLast=false
self:freshBlock('fresh')
self:checkTouchSound()
end
end
function Player:act_down1()
if self.cur and self.curY>self.ghoY then
self:createMoveFX('down')
self.curY=self.curY-1
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_down4()
if self.cur and self.curY>self.ghoY then
local ghoY0=self.ghoY
self.ghoY=max(self.curY-4,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_down10()
if self.cur and self.curY>self.ghoY then
local ghoY0=self.ghoY
self.ghoY=max(self.curY-10,self.ghoY)
self:createDropFX()
self.curY,self.ghoY=self.ghoY,ghoY0
self:freshBlock('fresh')
self.spinLast=false
end
end
function Player:act_dropLeft()
if self.cur then
self:act_insLeft()
self:act_hardDrop()
end
end
function Player:act_dropRight()
if self.cur then
self:act_insRight()
self:act_hardDrop()
end
end
function Player:act_zangiLeft()
if self.cur then
self:act_insLeft()
self:act_insDown()
self:act_insRight()
self:act_hardDrop()
end
end
function Player:act_zangiRight()
if self.cur then
self:act_insRight()
self:act_insDown()
self:act_insLeft()
self:act_hardDrop()
end
end
--------------------------</Action>--------------------------
return Player

View File

@@ -3,6 +3,8 @@ local rnd=math.random
local int,ceil=math.floor,math.ceil
local char=string.char
local timing,time
local function b2(i)
if i==0 then return 0 end
local s=""
@@ -114,17 +116,27 @@ local levels={
local a=rnd(17,int(s/2))
return{COLOR.J,b16(a),COLOR.Z,"+",COLOR.J,b16(s-a)},s
end,nil,nil,
function()return "Coming S∞n"..(rnd()<.5 and""or" "),1e99 end,
function()timing=false return "Coming S∞n"..(rnd()<.5 and""or" "),1e99 end,
}setmetatable(levels,{__index=function(self,k)return self[k-1]end})
local level
local input,inputTime=0,0
local question,answer
local function newQuestion(lv)
return levels[lv]()
end
local function reset()
timing=true
time=0
input=""
inputTime=0
level=1
question,answer=newQuestion(1)
end
local function check(val)
if val==answer then
level=level+1
@@ -142,10 +154,7 @@ end
local scene={}
function scene.sceneInit()
input=""
inputTime=0
level=1
question,answer=newQuestion(1)
reset()
BGM.play('truth')
end
@@ -173,14 +182,15 @@ function scene.keyDown(key,isRep)
elseif key=="backspace"then
input=""
inputTime=0
elseif key=="s"then
check(answer)
elseif key=="r"then
reset()
elseif key=="escape"then
SCN.back()
end
end
function scene.update(dt)
if timing then time=time+dt end
if inputTime>0 then
inputTime=inputTime-dt
if inputTime<=0 then
@@ -189,8 +199,11 @@ function scene.update(dt)
end
end
function scene.draw()
FONT.set(35)
gc.setColor(COLOR.Z)
FONT.set(45)
gc.print(("%.3f"):format(time),1026,70)
FONT.set(35)
GC.mStr("["..level.."]",640,30)
FONT.set(100)
@@ -203,6 +216,7 @@ function scene.draw()
end
scene.widgetList={
WIDGET.newButton{name='reset',x=155,y=100,w=180,h=100,color='lG',font=40,code=pressKey"r"},
WIDGET.newKey{name='X',x=540,y=620,w=90,font=60,fText="X",code=pressKey"backspace"},
WIDGET.newKey{name='0',x=640,y=620,w=90,font=60,fText="0",code=pressKey"0"},
WIDGET.newKey{name='-',x=740,y=620,w=90,font=60,fText="-",code=pressKey"-"},

View File

@@ -17,6 +17,7 @@ local sList={
wait={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
fall={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
hang={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
hurry={0,1,2,3,4,5,6,7,8,10,1e99},
eventSet=EVENTSETS,
holdMode={'hold','swap'},
}
@@ -212,7 +213,8 @@ scene.widgetList={
WIDGET.newSelector{name='lock', x=730,y=410,w=260,color='O',list=sList.lock,disp=CUSval('lock'),code=CUSsto('lock')},
WIDGET.newSelector{name='wait', x=730,y=520,w=260,color='G',list=sList.wait,disp=CUSval('wait'),code=CUSsto('wait')},
WIDGET.newSelector{name='fall', x=730,y=600,w=260,color='G',list=sList.fall,disp=CUSval('fall'),code=CUSsto('fall')},
WIDGET.newSelector{name='hang', x=730,y=680,w=260,color='G',list=sList.hang,disp=CUSval('hang'),code=CUSsto('hang')},
WIDGET.newSelector{name='hurry', x=730,y=680,w=260,color='G',list=sList.hurry,disp=CUSval('hurry'),code=CUSsto('hurry')},
WIDGET.newSelector{name='hang', x=730,y=760,w=260,color='G',list=sList.hang,disp=CUSval('hang'),code=CUSsto('hang')},
--Copy / Paste / Start
WIDGET.newButton{name='copy', x=1070,y=300,w=310,h=70,color='lR',font=25,code=pressKey"cC"},
@@ -222,19 +224,19 @@ scene.widgetList={
WIDGET.newButton{name='back', x=1140,y=640,w=170,h=80,font=60,fText=CHAR.icon.back,code=pressKey"escape"},
--Rule set
WIDGET.newSelector{name='eventSet', x=1050,y=740,w=340,color='H',list=sList.eventSet,disp=CUSval('eventSet'),code=CUSsto('eventSet')},
WIDGET.newSelector{name='eventSet', x=1050,y=760,w=340,color='H',list=sList.eventSet,disp=CUSval('eventSet'),code=CUSsto('eventSet')},
--Special rules
WIDGET.newSwitch{name='ospin', x=850, y=820 ,lim=210,disp=CUSval('ospin'), code=CUSrev('ospin')},
WIDGET.newSwitch{name='fineKill', x=850, y=880 ,lim=210,disp=CUSval('fineKill'), code=CUSrev('fineKill')},
WIDGET.newSwitch{name='b2bKill', x=850, y=940 ,lim=210,disp=CUSval('b2bKill'), code=CUSrev('b2bKill')},
WIDGET.newSwitch{name='lockout', x=850, y=1000,lim=210,disp=CUSval('lockout'), code=CUSrev('lockout')},
WIDGET.newSwitch{name='easyFresh', x=1170,y=820 ,lim=250,disp=CUSval('easyFresh'),code=CUSrev('easyFresh')},
WIDGET.newSwitch{name='deepDrop', x=1170,y=880 ,lim=250,disp=CUSval('deepDrop'), code=CUSrev('deepDrop')},
WIDGET.newSwitch{name='bone', x=1170,y=940 ,lim=250,disp=CUSval('bone'), code=CUSrev('bone')},
WIDGET.newSwitch{name='ospin', x=850, y=830, lim=210,disp=CUSval('ospin'), code=CUSrev('ospin')},
WIDGET.newSwitch{name='fineKill', x=850, y=890, lim=210,disp=CUSval('fineKill'), code=CUSrev('fineKill')},
WIDGET.newSwitch{name='b2bKill', x=850, y=950, lim=210,disp=CUSval('b2bKill'), code=CUSrev('b2bKill')},
WIDGET.newSwitch{name='lockout', x=850, y=1010,lim=210,disp=CUSval('lockout'), code=CUSrev('lockout')},
WIDGET.newSwitch{name='easyFresh', x=1170,y=830, lim=250,disp=CUSval('easyFresh'),code=CUSrev('easyFresh')},
WIDGET.newSwitch{name='deepDrop', x=1170,y=890, lim=250,disp=CUSval('deepDrop'), code=CUSrev('deepDrop')},
WIDGET.newSwitch{name='bone', x=1170,y=950, lim=250,disp=CUSval('bone'), code=CUSrev('bone')},
--Next & Hold
WIDGET.newSelector{name='holdMode', x=310, y=890, w=300,color='lY',list=sList.holdMode,disp=CUSval('holdMode'),code=CUSsto('holdMode')},
WIDGET.newSelector{name='holdMode', x=310, y=890, w=300,color='lY',list=sList.holdMode,disp=CUSval('holdMode'),code=CUSsto('holdMode'),hideF=function()return CUSTOMENV.holdCount==0 end},
WIDGET.newSlider{name='nextCount', x=140, y=960, lim=130,w=180,unit=6,disp=CUSval('nextCount'),code=CUSsto('nextCount')},
WIDGET.newSlider{name='holdCount', x=140, y=1030,lim=130,w=180,unit=6,disp=CUSval('holdCount'),code=CUSsto('holdCount')},
WIDGET.newSwitch{name='infHold', x=560, y=960, lim=200, disp=CUSval('infHold'),code=CUSrev('infHold'),hideF=function()return CUSTOMENV.holdCount==0 end},

View File

@@ -12,7 +12,7 @@ local dict--Dict list
local result--Result Lable
local lastTickInput
local waiting--Searching animation timer
local searchWait--Searching animation timer
local selected--Selected option
local scrollPos--Scroll down length
@@ -53,7 +53,7 @@ local function _clearResult()
TABLE.cut(result)
selected=1
scrollPos=0
waiting,lastSearch=0,false
searchWait,lastSearch=0,false
scene.widgetList.copy.hide=false
end
local function _search()
@@ -82,7 +82,7 @@ function scene.sceneInit()
inputBox:clear()
result={}
waiting=0
searchWait=0
selected=1
scrollPos=0
@@ -115,8 +115,9 @@ function scene.keyDown(key)
for _=1,12 do scene.keyDown("up")end
elseif key=="right"or key=="pagedown"then
for _=1,12 do scene.keyDown("down")end
elseif key=="link"then
love.system.openURL(_getList()[selected].url)
elseif key=="application"then
local url=_getList()[selected].url
if url then love.system.openURL(url)end
elseif key=="delete"then
if inputBox:hasText()then
_clearResult()
@@ -152,13 +153,13 @@ function scene.update(dt)
if #input==0 then
_clearResult()
else
waiting=.8
searchWait=.8
end
lastTickInput=input
end
if waiting>0 then
waiting=waiting-dt
if waiting<=0 then
if searchWait>0 then
searchWait=searchWait-dt
if searchWait<=0 then
if #input>0 and input~=lastSearch then
_search()
end
@@ -201,7 +202,7 @@ function scene.draw()
gc.rectangle('line',300,180,958,526,5)
gc.rectangle('line',20,180,280,526,5)
if waiting>0 then
if searchWait>0 then
local r=TIME()*2
local R=int(r)%7+1
gc.setColor(1,1,1,1-abs(r%1*2-1))
@@ -213,7 +214,7 @@ scene.widgetList={
WIDGET.newText{name='book', x=20,y=15,font=70,align='L',fText=CHAR.icon.zBook},
WIDGET.newText{name='title', x=100,y=15,font=70,align='L'},
inputBox,
WIDGET.newKey{name='link', x=1120,y=655,w=80,font=55,fText=CHAR.icon.globe, code=pressKey"link",hideF=function()return not _getList()[selected].url end},
WIDGET.newKey{name='link', x=1120,y=655,w=80,font=55,fText=CHAR.icon.globe, code=pressKey"application",hideF=function()return not _getList()[selected].url end},
WIDGET.newKey{name='copy', x=1210,y=655,w=80,font=50,fText=CHAR.icon.copy, code=pressKey"cC"},
WIDGET.newKey{name='up', x=1120,y=475,w=80,font=50,fText=CHAR.key.up, code=pressKey"up",hide=not MOBILE},
WIDGET.newKey{name='down', x=1120,y=565,w=80,font=50,fText=CHAR.key.down, code=pressKey"down",hide=not MOBILE},

View File

@@ -9,9 +9,9 @@ local scene={}
function scene.sceneInit()
BGcolor=rnd()>.026 and{.3,.5,.9}or{.62,.3,.926}
stateInfo=SYSTEM.."-"..VERSION.string.." scene:"..ERRDATA[#ERRDATA].scene
stateInfo=SYSTEM.."-"..VERSION.string.." scene:"..Z.errData[#Z.errData].scene
errorText=LOADED and text.errorMsg or"An error has occurred during loading.\nError info has been created, and you can send it to the author."
errorShot,errorInfo=ERRDATA[#ERRDATA].shot,ERRDATA[#ERRDATA].mes
errorShot,errorInfo=Z.errData[#Z.errData].shot,Z.errData[#Z.errData].mes
NET.wsclose_app()
NET.wsclose_user()
NET.wsclose_play()

View File

@@ -11,6 +11,14 @@ local t1,t2,animeType
local studioLogo--Studio logo text object
local logoColor1,logoColor2
local titleTransform={
function(t)gc.translate(0,max(50-t,0)^2/25)end,
function(t)gc.translate(0,-max(50-t,0)^2/25)end,
function(t,i)local d=max(50-t,0)gc.translate(sin(TIME()*3+626*i)*d,cos(TIME()*3+626*i)*d)end,
function(t,i)local d=max(50-t,0)gc.translate(sin(TIME()*3+626*i)*d,-cos(TIME()*3+626*i)*d)end,
function(t)gc.setColor(1,1,1,min(t*.02,1)+rnd()*.2)end,
}
local loadingThread=coroutine.wrap(function()
DAILYLAUNCH=freshDate'q'
if DAILYLAUNCH then
@@ -113,7 +121,7 @@ function scene.sceneInit()
progress=0
maxProgress=10
t1,t2=0,0--Timer
animeType={}for i=1,8 do animeType[i]=rnd(5)end--Random animation type
animeType={}for i=1,#SVG_TITLE_FILL do animeType[i]=rnd(#titleTransform)end--Random animation type
end
function scene.sceneBack()
love.event.quit()
@@ -147,13 +155,6 @@ function scene.update(dt)
end
end
local titleTransform={
function(t)gc.translate(0,max(50-t,0)^2/25)end,
function(t)gc.translate(0,-max(50-t,0)^2/25)end,
function(t,i)local d=max(50-t,0)gc.translate(sin(TIME()*3+626*i)*d,cos(TIME()*3+626*i)*d)end,
function(t,i)local d=max(50-t,0)gc.translate(sin(TIME()*3+626*i)*d,-cos(TIME()*3+626*i)*d)end,
function(t)gc.setColor(1,1,1,min(t*.02,1)+rnd()*.2)end,
}
local titleColor={COLOR.P,COLOR.F,COLOR.V,COLOR.A,COLOR.M,COLOR.N,COLOR.W,COLOR.Y}
function scene.draw()
gc.clear(.08,.08,.084)
@@ -166,7 +167,8 @@ function scene.draw()
end
gc.push('transform')
gc.translate(126,100)
for i=1,8 do
for i=1,#SVG_TITLE_FILL do
local triangles=love.math.triangulate(SVG_TITLE_FILL[i])
local t=t1-i*15
if t>0 then
gc.push('transform')
@@ -176,9 +178,12 @@ function scene.draw()
gc.translate(0,math.abs(10-dt)-10)
end
gc.setColor(titleColor[i][1],titleColor[i][2],titleColor[i][3],min(t*.025,1)*.2)
gc.polygon('fill',SVG_TITLE[i])
for j=1,#triangles do
gc.polygon('fill',triangles[j])
end
gc.setColor(1,1,1,min(t*.025,1))
gc.polygon('line',SVG_TITLE[i])
gc.polygon('line',SVG_TITLE_LINE[i])
if i==8 then gc.polygon('line',SVG_TITLE_LINE[9])end
gc.pop()
end
end

View File

@@ -162,7 +162,7 @@ function scene.update()
if kb.isDown("down","s")then dy=dy-10 F=true end
if kb.isDown("left","a")then dx=dx+10 F=true end
if kb.isDown("right","d")then dx=dx-10 F=true end
local js1=joysticks[1]
local js1=Z.js[1]
if js1 then
local dir=js1:getAxis(1)
if dir~="c"then

View File

@@ -20,7 +20,10 @@ local sList={
lock={0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,25,30,40,60,180,1e99},
wait={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
fall={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
hang={0,1,2,3,4,5,6,7,8,10,15,20,30,60},
hurry={0,1,2,3,4,5,6,7,8,10,1e99},
eventSet=EVENTSETS,
holdMode={'hold','swap'},
}
local scene={}
@@ -87,6 +90,8 @@ scene.widgetList={
WIDGET.newSelector{name='lock', x=730,y=410,w=260,color='O',list=sList.lock,disp=ROOMval('lock'),code=ROOMsto('lock')},
WIDGET.newSelector{name='wait', x=730,y=520,w=260,color='G',list=sList.wait,disp=ROOMval('wait'),code=ROOMsto('wait')},
WIDGET.newSelector{name='fall', x=730,y=600,w=260,color='G',list=sList.fall,disp=ROOMval('fall'),code=ROOMsto('fall')},
WIDGET.newSelector{name='hurry', x=730,y=680,w=260,color='G',list=sList.hurry,disp=ROOMval('hurry'),code=ROOMval('hurry')},
WIDGET.newSelector{name='hang', x=730,y=760,w=260,color='G',list=sList.hang,disp=ROOMval('hang'),code=ROOMval('hang')},
--Capacity & Create & Back
WIDGET.newSelector{name='capacity', x=1070,y=330,w=310,color='lY',list={2,3,4,5,7,10,17,31,49,99},disp=ROOMval('capacity'),code=ROOMsto('capacity')},
@@ -94,18 +99,19 @@ scene.widgetList={
WIDGET.newButton{name='back', x=1140,y=640,w=170,h=80,font=60,fText=CHAR.icon.back,code=backScene},
--Special rules
WIDGET.newSwitch{name='ospin', x=850, y=760 ,lim=210,disp=ROOMval('ospin'), code=ROOMrev('ospin')},
WIDGET.newSwitch{name='fineKill', x=850, y=850 ,lim=210,disp=ROOMval('fineKill'), code=ROOMrev('fineKill')},
WIDGET.newSwitch{name='b2bKill', x=850, y=940 ,lim=210,disp=ROOMval('b2bKill'), code=ROOMrev('b2bKill')},
WIDGET.newSwitch{name='ospin', x=850, y=850, lim=210,disp=ROOMval('ospin'), code=ROOMrev('ospin')},
WIDGET.newSwitch{name='fineKill', x=850, y=910, lim=210,disp=ROOMval('fineKill'), code=ROOMrev('fineKill')},
WIDGET.newSwitch{name='b2bKill', x=850, y=970, lim=210,disp=ROOMval('b2bKill'), code=ROOMrev('b2bKill')},
WIDGET.newSwitch{name='lockout', x=850, y=1030,lim=210,disp=ROOMval('lockout'), code=ROOMval('lockout')},
WIDGET.newSwitch{name='easyFresh', x=1170,y=760 ,lim=250,disp=ROOMval('easyFresh'),code=ROOMrev('easyFresh')},
WIDGET.newSwitch{name='deepDrop', x=1170,y=850 ,lim=250,disp=ROOMval('deepDrop'), code=ROOMrev('deepDrop')},
WIDGET.newSwitch{name='bone', x=1170,y=940 ,lim=250,disp=ROOMval('bone'), code=ROOMrev('bone')},
WIDGET.newSwitch{name='easyFresh', x=1170,y=850, lim=250,disp=ROOMval('easyFresh'),code=ROOMrev('easyFresh')},
WIDGET.newSwitch{name='deepDrop', x=1170,y=910, lim=250,disp=ROOMval('deepDrop'), code=ROOMrev('deepDrop')},
WIDGET.newSwitch{name='bone', x=1170,y=970, lim=250,disp=ROOMval('bone'), code=ROOMrev('bone')},
--Rule set
WIDGET.newSelector{name='eventSet', x=310,y=880,w=360,color='H',list=sList.eventSet,disp=ROOMval('eventSet'),code=ROOMsto('eventSet')},
WIDGET.newSelector{name='eventSet', x=1050,y=760,w=340,color='H',list=sList.eventSet,disp=ROOMval('eventSet'),code=ROOMval('eventSet')},
--Next & Hold
WIDGET.newSelector{name='holdMode', x=310, y=890, w=300,color='lY',list=sList.holdMode,disp=ROOMval('holdMode'),code=ROOMval('holdMode'),hideF=function()return CUSTOMENV.holdCount==0 end},
WIDGET.newSlider{name='nextCount', x=140, y=960, lim=130,w=200,unit=6,disp=ROOMval('nextCount'),code=ROOMsto('nextCount')},
WIDGET.newSlider{name='holdCount', x=140, y=1030,lim=130,w=200,unit=6,disp=ROOMval('holdCount'),code=ROOMsto('holdCount')},
WIDGET.newSwitch{name='infHold', x=560, y=960, lim=200, disp=ROOMval('infHold'),code=ROOMrev('infHold'),hideF=function()return ROOMENV.holdCount==0 end},

View File

@@ -31,24 +31,24 @@ function scene.draw()
end
scene.widgetList={
WIDGET.newText{name='title', x=640,y=15,font=80},
WIDGET.newText{name='title', x=640,y=15,font=80},
WIDGET.newButton{name='graphic', x=200, y=80, w=240,h=80,color='lC',font=35,code=swapScene('setting_video','swipeR')},
WIDGET.newButton{name='sound', x=1080, y=80, w=240,h=80,color='lC',font=35,code=swapScene('setting_sound','swipeL')},
WIDGET.newButton{name='graphic', x=200, y=80, w=240,h=80,color='lC',font=35,code=swapScene('setting_video','swipeR')},
WIDGET.newButton{name='sound', x=1080, y=80, w=240,h=80,color='lC',font=35,code=swapScene('setting_sound','swipeL')},
WIDGET.newButton{name='layout', x=250, y=540, w=200,h=70,font=35,code=goScene'setting_skin'},
WIDGET.newButton{name='layout', x=250, y=540, w=200,h=70,font=35,code=goScene'setting_skin'},
WIDGET.newButton{name='ctrl', x=290, y=220, w=320,h=80,font=35,code=goScene'setting_control'},
WIDGET.newButton{name='key', x=640, y=220, w=320,h=80,color=MOBILE and'dH',font=35,code=goScene'setting_key'},
WIDGET.newButton{name='touch', x=990, y=220, w=320,h=80,color=not MOBILE and'dH',font=35,code=goScene'setting_touch'},
WIDGET.newSlider{name='reTime', x=330, y=320, w=300,lim=180,unit=10,disp=SETval('reTime'), code=SETsto('reTime'),show=function(S)return(.5+S.disp()*.25).."s"end},
WIDGET.newSelector{name='RS', x=300, y=420, w=300,color='S', disp=SETval('RS'), code=SETsto('RS'),list={'TRS','SRS','SRS_plus','SRS_X','BiRS','ARS_Z','ASC','ASC_plus','C2','C2_sym','Classic','Classic_plus','None','None_plus'}},
WIDGET.newSelector{name='menuPos', x=980, y=320, w=300,color='O', disp=SETval('menuPos'), code=SETsto('menuPos'),list={'left','middle','right'}},
WIDGET.newSwitch{name='sysCursor' ,x=1060, y=390, lim=580, disp=SETval('sysCursor'),code=function()SETTING.sysCursor=not SETTING.sysCursor applyCursor()end},
WIDGET.newSwitch{name='autoPause', x=1060, y=450, lim=580, disp=SETval('autoPause'),code=SETrev('autoPause')},
WIDGET.newSwitch{name='autoSave', x=1060, y=500, lim=580, disp=SETval('autoSave'), code=SETrev('autoSave')},
WIDGET.newSwitch{name='autoLogin', x=960, y=580, lim=480, disp=SETval('autoLogin'),code=SETrev('autoLogin')},
WIDGET.newSwitch{name='simpMode', x=960, y=640, lim=480, disp=SETval('simpMode'),
WIDGET.newButton{name='ctrl', x=290, y=220, w=320,h=80,font=35,code=goScene'setting_control'},
WIDGET.newButton{name='key', x=640, y=220, w=320,h=80,color=MOBILE and'dH',font=35,code=goScene'setting_key'},
WIDGET.newButton{name='touch', x=990, y=220, w=320,h=80,color=not MOBILE and'dH',font=35,code=goScene'setting_touch'},
WIDGET.newSlider{name='reTime', x=330, y=320, w=300,lim=180,unit=10,disp=SETval('reTime'), code=SETsto('reTime'),show=function(S)return(.5+S.disp()*.25).."s"end},
WIDGET.newSelector{name='RS', x=300, y=420, w=300,color='S', disp=SETval('RS'), code=SETsto('RS'),list={'TRS','SRS','SRS_plus','SRS_X','BiRS','ARS_Z','ASC','ASC_plus','C2','C2_sym','Classic','Classic_plus','None','None_plus'}},
WIDGET.newSelector{name='menuPos',x=980, y=320, w=300,color='O', disp=SETval('menuPos'), code=SETsto('menuPos'),list={'left','middle','right'}},
WIDGET.newSwitch{name='sysCursor',x=1060, y=390, lim=580, disp=SETval('sysCursor'),code=function()SETTING.sysCursor=not SETTING.sysCursor applyCursor()end},
WIDGET.newSwitch{name='autoPause',x=1060, y=450, lim=580, disp=SETval('autoPause'),code=SETrev('autoPause')},
WIDGET.newSwitch{name='autoSave', x=1060, y=500, lim=580, disp=SETval('autoSave'), code=SETrev('autoSave')},
WIDGET.newSwitch{name='autoLogin',x=960, y=580, lim=480, disp=SETval('autoLogin'),code=SETrev('autoLogin')},
WIDGET.newSwitch{name='simpMode', x=960, y=640, lim=480, disp=SETval('simpMode'),
code=function()
SETTING.simpMode=not SETTING.simpMode
for i=1,#SCN.stack,2 do
@@ -58,7 +58,7 @@ scene.widgetList={
end
end
end},
WIDGET.newButton{name='back', x=1140, y=640, w=170,h=80,font=60,fText=CHAR.icon.back,code=backScene},
WIDGET.newButton{name='back', x=1140, y=640, w=170,h=80,font=60,fText=CHAR.icon.back,code=backScene},
}
return scene

View File

@@ -69,16 +69,16 @@ end
gc.setDefaultFilter('linear','linear')
TEXTURE.title=NSC(1160,236)--Title image (Middle: 580,118)
TEXTURE.title=NSC(1130,236)--Title image (Middle: 580,118)
do
for i=1,8 do
local triangles=love.math.triangulate(SVG_TITLE[i])
gc.setLineWidth(12)
for i=1,#SVG_TITLE_FILL do
local triangles=love.math.triangulate(SVG_TITLE_FILL[i])
gc.translate(12*i,i==1 and 8 or 14)
gc.setLineWidth(16)
gc.setColor(COLOR.Z)
gc.polygon('line',SVG_TITLE[i])
gc.polygon('line',SVG_TITLE_FILL[i])
gc.setColor(.2,.2,.2)
for j=1,#triangles do
@@ -89,18 +89,18 @@ do
end
end
TEXTURE.title_color=NSC(1160,236)--Title image (colored)
TEXTURE.title_color=NSC(1130,236)--Title image (colored)
do
local titleColor={COLOR.P,COLOR.F,COLOR.V,COLOR.A,COLOR.M,COLOR.N,COLOR.W,COLOR.Y}
for i=1,8 do
local triangles=love.math.triangulate(SVG_TITLE[i])
local triangles=love.math.triangulate(SVG_TITLE_FILL[i])
gc.translate(12*i,i==1 and 8 or 14)
gc.setLineWidth(16)
gc.setLineWidth(12)
gc.setColor(COLOR.Z)
gc.polygon('line',SVG_TITLE[i])
gc.polygon('line',SVG_TITLE_FILL[i])
gc.setLineWidth(4)
gc.setColor(COLOR.D)
@@ -109,11 +109,9 @@ do
end
gc.setColor(.2+.8*titleColor[i][1],.2+.8*titleColor[i][2],.2+.8*titleColor[i][3],.3)
gc.translate(-4,-4)
for j=1,#triangles do
gc.polygon('fill',triangles[j])
end
gc.translate(4,4)
gc.translate(-12*i,i==1 and -8 or -14)
end

View File

@@ -14,15 +14,22 @@ return[=[
0.17.0: 硬着陆 Hard Landing
新增:
新模式:大爆炸
新模式:策略堆叠(原设计来自Cambridge游戏, by NOT_A_ROBOT)
添加lockout判负规则(默认关闭)
新模式:策略堆叠(原设计来自游戏Cambridge, by NOT_A_ROBOT)
新机制:出块延迟打断(ARE打断)(默认不开启此功能) #471
添加锁定延迟判负(lockout)规则(默认关闭)
全局默认使用5帧窒息延迟
尝试支持摇杆和扳机
改动:
出块/消行延迟真的是0延迟,不再有一帧等待了
TRS的S/Z添加四个踢墙防止在一些地方卡死
生成位置预览开启后hold的生成位置也可见 #453
优化pc训练模式体验,添加胜利条件,不再无尽
堆积模式添加15帧的窒息延迟 #465
小程序arm加入计时器和重置按钮
代码:
bgm模块可限制最大加载数不容易达到上限导致没声 #447
bgm模块可限制最大加载数,不容易达到上限导致没声 #447
语音模块支持设置轻微随机音调偏移半径(游戏内固定使用1)
较大规模整理玩家相关代码,重构出块延迟和消行延迟逻辑
修复:
机翻语言超级消除无行数显示 #462
竞速-效率左侧信息颜色问题

View File

@@ -1,7 +1,7 @@
return{
["apkCode"]=405,
["apkCode"]=407,
["code"]=1700,
["string"]="V0.17.0",
["room"]="ver A-1",
["room"]="ver A-2",
["name"]="硬着陆 Hard Landing",
}